this has really improved since I last checked in!!! I'm loving it!!! One suggestion. For the double cannons (ones that bomb two regions) would it maybe look better/be easier to distinguish if you signified that by just having one half of the cannon the one color and its second color across the other half? I think its something to consider, Looking AMAZING!!!

1v1 will entail that one player is dropped inside of the Alamo and one player is dropped outside of the AlamoSo 6 territory drops inside fpr player one and 6 territory drops outside for player 22= 113= 114= 85= 76= 57= 58= 4

You say that there will be 6 territory drops inside for player 1 and 6 outside for player 2, but the list shows 11. Am I missing something?

Also, something I missed, but you will also need to make sure that 1 region in each Hospital, Chapel, and Convent Yard are coded as neutrals so that a bonus isn't dropped (since you don't need a General for those bonuses).

1v1 will entail that one player is dropped inside of the Alamo and one player is dropped outside of the AlamoSo 6 territory drops inside fpr player one and 6 territory drops outside for player 22= 113= 114= 85= 76= 57= 58= 4

You say that there will be 6 territory drops inside for player 1 and 6 outside for player 2, but the list shows 11. Am I missing something?

Also, something I missed, but you will also need to make sure that 1 region in each Hospital, Chapel, and Convent Yard are coded as neutrals so that a bonus isn't dropped (since you don't need a General for those bonuses).

Sorry, I meant to update that when I updated the starting drop map but forgot to do it. It is fixed now.

On the Starting neutrals and territories map on the front page it shows the three neutrals for those bonus regions. I installed them in those bonus regions, but made them so they wouldn't block the doorways; I hope you agree with this.

I will update these graphics request ASAP. My good computer with my Alamo files was confiscated by my wife for a week. I hope to get it this weekend so I can implement some of these graphics request. Thank you all for your input and for being patient with me.

1v1 will entail that one player is dropped inside of the Alamo and one player is dropped outside of the AlamoSo 6 territory drops inside fpr player one and 6 territory drops outside for player 22= 113= 114= 85= 76= 57= 58= 4

You say that there will be 6 territory drops inside for player 1 and 6 outside for player 2, but the list shows 11. Am I missing something?

Also, something I missed, but you will also need to make sure that 1 region in each Hospital, Chapel, and Convent Yard are coded as neutrals so that a bonus isn't dropped (since you don't need a General for those bonuses).

Sorry, I meant to update that when I updated the starting drop map but forgot to do it. It is fixed now.

On the Starting neutrals and territories map on the front page it shows the three neutrals for those bonus regions. I installed them in those bonus regions, but made them so they wouldn't block the doorways; I hope you agree with this.

OK gh, time for the graphics. Do not get discouraged here as this is the time lots of things will be worked on and changed. Remember, not all of my ideas will work and others will have ideas as well. Please follow them but if you have a better option or you feel it is good enough now, then you need to say so.

Two things for you this time around. Names.

Region names are very large for the map. I understand the need to fill space but to have more name pixels than map pixels looks bad. Decrease the size of text to the same size as in the legend. You can them move names around so the 888s will fit on top or below.

Glows.

Glows, I am not liking these at all. I know you have redone them a couple of times, but lets hope third time is the charm. You have three types on the map and that is 2 to many. Around names, bonuses and canons. The glows are bright, colours do not match the map and too large. Here are some suggestions.

Remove all glows from names apart from Generals.

Replace these with glows like you have for the chapel.

Glows should be the same colour as the backing. Just stronger. So if you have a green background like Santa Anna, the glow should be the same green for the bonus and for Santa Anna name.

Remove all cannon glows. Replace these with symbols on the barrel of the cannon to indicate which area it bombards. Take some inspiration from Trench Warfare map. See how small the targets and shells are. This should be the size for yours.

What this will give you overall is a map that does not looked swamped by black text and a map that is less confusing as the amount of glows is reduced. You may need to make your colours for the map itself different again. But like the Mexican army side, you went earthy but with a light dark route. Do the same for the Alamo but with greys and browns. So Travis is a dark brown, Crockett is a light brown, Bowie can be a dark grey. What ever works to get them looking different enough.

I will work on this, it will take me a little while. I never get discouraged because every time I redo some thing I learn more about using gimp. Every time you make a suggestions my map keeps looking better and better. Thank for your hard work buddy.

the more you use your gfx program the better, there are plenty of good guides out there too, check youtube out! There is a wide margin for improvement here, but there is potential here!My main gripe for the moment is that this map is really missing any sort of graphical representation of the well known facade of the Alamo:

RedBaron0 wrote:the more you use your gfx program the better, there are plenty of good guides out there too, check youtube out! There is a wide margin for improvement here, but there is potential here!My main gripe for the moment is that this map is really missing any sort of graphical representation of the well known facade of the Alamo:

Thanks RB0. At a few differing times I did have the Alamo facade located in a few differing areas of the map. The best place I had it was the backgroundof the legends. Everywhere I installed the facade didn't look like it fit. I agree with you that it would be neat to have it somewhere, but when placed didn't look good. I will try again though; now that the map has progressed some Maybe it will work now.

Cool beans kiddo, get too it! A quick check confirmed my suspicions... your current map is a shade too big. Max size is 840x800, and you're a couple pixels over that at 843x800. I know its 3 pixels, but they gotta go, hate to see you get far into this only to have it be noticed later... 3 pixels can really make a ton of difference!!!

I think the last couple comments on the most recent map were excellent, especially Koontz's. Knowing that it is too big, this might not work, but what about a banner of the image of the Alamo across the top. There is probably a wide, thin one out there that could be across the top. not sure if that would work, but might be worth a try.Z

Zorban wrote:I think the last couple comments on the most recent map were excellent, especially Koontz's. Knowing that it is too big, this might not work, but what about a banner of the image of the Alamo across the top. There is probably a wide, thin one out there that could be across the top. not sure if that would work, but might be worth a try.Z

Thanks my friend.

My good computer with my Alamo files is still gone and will be gone for another week. The computer I am using now hasa bad hard drive and is very hard to use. sorry for the delay of any updates. As soon as my computer is back in my possession I will get back to work.

It would appear that development of this map has stalled. The map is moved to the Recycling Box and put into Vacation status for the next 6 months. If the mapmaker wants to continue with the map, then one of the Cartographer Assistants will be able to help put the thread back into the Foundry system, after an update has been made.

One minor thing for now, you need to chop off 3px from the width to get the map to 840x800. Right now you are at 843x800. My suggestion is to chop it off the left side. I'll take a closer look at it later.